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Building on survivalist and horror themes, players in 7 Days to Die can scavenge the abandoned cities of the buildable and destructable voxel world for supplies or explore the wilderness to gather raw materials to build their own tools, weapons, traps, fortifications and shelters.
Release Date: Dec 13, 2013
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

7 Days to Die thrusts players into the aftermath of the fall of civilization with only their wits and bare hands to survive. In this continually evolving title currently in alpha stage development, players must explore the open world alone or with friends to build tools, weapons and shelter against the dangers of the reanimated dead, infected wildlife and the world itself.”
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$24.99

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$39.99

Recent updates View all (44)

Alpha 9.3 Hotfix is out!

September 8

Good Day Survivalists,
Alpha 9.3 hotfix is out and here’s the skinny.


http://7daystodie.com/alpha-9-3-hotfix-is-out/

92 comments Read more

Boo-Yah Alpha 9.2 & More News!

September 4

Great Scott Survivalists,
Alpha 9.2 is out with many new additions, changes and bug fixes including: Our new anti-cheat system in beta, new biome zombie spawning system, improved zombie pathing, new 7th night feral attacks, new grasslands biome formerly the plains, new high res 9mm Pistol, new large hotel location, increased zombie walk speeds, fixed shotguns death animations, fixed many locations not spawning in random gen and so much more!

We also have some more pimp news to share with you folks. This week we broke a half a million customers. So a mighty big pimp high five goes out to all the fans who have supported us from the beginning, the new fans we’ve picked up along the way and our newly converted fans who’ve seen our bright campfire light! And let’s not forget the rest of the Pimps for kicking some serious early access development ass. Tip of the Fedora goes out to Robert, Joe, Chris, Brian, Joey, Ryan, Joel, Bryan, Alex, Jan and Will. You guys rock! And a belated Pimp of the week goes out to Robert for spearheading our Alpha 9 random gen. So drop us some feedback and tell your friends and let’s keep this party rolling folks cause we’re not going to stop until we deliver the best damn zombie survival game out there!

So without further ado or Pimp rambling here are the official Alpha 9.2 release notes.

Official Alpha 9.2 Release Notes

We also just did a hot fix to the 9.2 Dedi Only here

http://7daystodie.com/dedi-only-cpu-usage-fix/

180 comments Read more
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Reviews

“7 Days to Die achieves exactly what it sets out to be. It’s a fun and intense post-apocalyptic sandbox with all the right mix of base-defense, scavenging, and exploration.”
8.3 – Shoost

“7 Days to Die is like Minecraft with Gravity. Building defenses with friends and huddling in the corner hoping no zombies get through can be great fun. But what keeps me coming back to the game is the TNT.”
Kotaku

“7 Days to Die looks genuinely impressive, and I can’t see this not making a huge impact when it arrives.”
Rock, Paper, Shotgun

About the Game


Building on survivalist and horror themes, players in 7 Days to Die can scavenge the abandoned cities of the buildable and destructable voxel world for supplies or explore the wilderness to gather raw materials to build their own tools, weapons, traps, fortifications and shelters. In coming updates these features will be expanded upon with even more depth and a wider variety of choices to survive the increasing dangers of the world. Play alone or with friends, run your own server or join others.

7 Days to Die development was launched following a successful Kickstarter campaign in August 2013, demonstrating the initial prototype. Joining us in early access now will help support the cause and ensure continued expansion of the development team, their efforts and the planning and addition of even more features and depth eagerly awaited by fans.

Many of our fans have commented in these early stages that they feel we are building the survival\zombie game they have always wanted. Our goal is to live up to this as much as we can and build a customizable, moddable game that allows users to fine tune their survival and zombie experience to create the experience players and their friends want.



  • Random World Generation - Play Navezgane or roll the dice and dive back into the game with friends in a randomized world with huge cities, towns, rivers, lakes, mountains, valleys, roads and wilderness locations.
  • Create and Destroy - The world terrain, structures and items can be destroyed or scrapped for resources. Re-purpose collected materials to build custom structures and fortification by hand, placing building pieces into the world in real time.
  • Terrain Enhancement - The terrain is now both smooth and natural but can still be destroyed and mined.
  • Upgradable Fort Building - Player built structures are assembled from framework which can be upgraded supporting wood, scrap metal and cobblestone upgrade paths. Hammer away just like real building and use Land Claim blocks to protect your fort in PvP.
  • Structural Integrity - Buildings and terrain formations which are too unstable can fall apart if proper supports are not built. Some building materials are stronger than others and pieces which break off and fall can be dangerous or deadly if they fall on you or enemies.
  • Item Crafting & Degradation - With a continually growing list of over 230 recipes, gather resources such as plant fibers, wood and metal to create weapons and tools such as hand made crossbows, knives and hammers. As your tools wear out over time, use your crafting skills to repair them.
  • Plants and Animals - Locate seeds to plant and grow vegetables, and head out into the wilderness to hunt animals once the cabinets in abandoned buildings are already plundered.
  • Stealth System - Sneak past zombies who can see, hear and smell you and smelly items in your inventory and throw rocks to distract them.
  • Cooperative Mode - Tired of zombie apocalypses that are more about fighting humans than zombies? Team up with your friends to work with other survivors rather than against them, using group efforts to build settlements and safety.



(Features in various stages of development, which will be added as the project progresses)

  • World Building Tools and Mod Support - Greatly expanded creation tools for players to create their own apocalypse for them and their friends, including Steam Workshop support.
  • Character Customization - Choose unique character skills and perks, what your character looks like and choose which clothing and gear to equip them with.
  • Drivable Vehicles - The cars in the world have long since decayed, but you may find enough raw parts to build a custom ride.
  • Missions & Story Points- Do favors for NPC characters in return for experience and rewards, and learn more about what has happened in the world.
  • Infected Wildlife - Wildlife can become infected. There will be bears. Zombie bears.
  • Virtual Reality Headset Support - For the times when wandering through the woods at night isn't quite scary enough.
  • Environmental Temperature - Find shelter or build a campfire. Cold nights or long days in the desert will make a difference.
  • Weather Effects - The weather will change, and it may influence your survival.
  • NPC Characters - Stumble upon the occasional computer controlled character. Talk, trade or engage them. Locate safe houses controlled by them.
  • Professional Soundtrack & Voices - For those who prefer mood setting music to go with their game, and professional screaming.

PC System Requirements

    Minimum:
    • OS: WindowsXP (Service Pack 3)
    • Processor: 2.4 Ghz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: Nvidia 8800 GTX | Radeon HD 4770
    • DirectX: Version 10
    • Hard Drive: 1 GB available space
    • Additional Notes: Install size will gradually increase with future updates.
    Recommended:
    • OS: Windows 7 or higher
    • Processor: 3.0 Ghz Quad Core CPU or faster
    • Memory: 6 GB RAM
    • Graphics: Nvidia GTX 460 | Radeon HD 5850
    • Network: Broadband Internet connection

Mac System Requirements

    Minimum:
    • OS: 10.6
    • Processor: 2.4 Ghz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: Nvidia 9800M GTS | Radeon HD 6770M
    • Hard Drive: 1 GB available space
    • Additional Notes: Install size will gradually increase with future updates.
    Recommended:
    • OS: 10.9
    • Processor: 3.0 Ghz Quad Core CPU or faster
    • Memory: 6 GB RAM
    • Graphics: Nvidia GT 650M or 750M (strongly recommended)
    • Network: Broadband Internet connection
Helpful customer reviews
631 of 689 people (92%) found this review helpful
146.2 hrs on record
Early Access Review
( Updates at bottom. )

A friend got this game for me, I looked at the title, looked at the screenshots and groaned. "Not another 'zombicide game' trying to say it's a 'survival game'." But he got it for me, and it woud be rude to not atleast give it another shot. I'm rather glad I did.

I started play in a -private game- with my friend, set to the medium difficulty. Day one was a mess, I figured I was playing another left4dead 'survival' game which was all about killing as many zombies as one humanly can before wandering to the next area. Well, after breaking a few weapons on zombies and getting no reward outside of what lint was in the zombie's pockets, I knew I was wrong, and night had begun to set in. My friend luckily -had- played before and warned me that things got a lot different at night, so we managed to make it through with no deaths, but many close calls.

50 days in, I'm more than hooked. Survival is the key- Food, water, scavving, repairs and building at day. Shelter, security and stealth at night. Crafting damn near anything in a Alpha game, from multiple layers of cobblestone walls outside of what used to be a log cabin. Each peice taken the long crafting process of finding rocks, chopping them down into stone and then turning into cobblestone. More? We built a second story for storing items. More? Two layers of spiked pits surrounding our 'cabin' with only a ♥♥♥♥♥ for us living people to cross. More? Another story, turned into a rooftop farm of corn, blueberries and potatos.

Nights can get rough at the "Spillway Estate" as we have now dubbed our fortress, we try to keep quiet throughout the nights, limiting player activity to things that dont make sound, or carry foods on our person that generate smell. ( Yes, that's a thing!) A chest near the front door full of easy repaired and built weapons. Pistols, a shotgun and some ammo for it, fresh from the forge! when things get really bad- The newly crafted fallback point, a basement/bunker. Metal walls , floor, and roof, only one entry which is blocked in times of emergencies. Beds, emergency food and water (or tea!) supplies stored next to some of our most powerful weapons. ( Chainsaws, landmines, a rocket launcher, and a whole lot of shotgun ammo! )

To sum it all up, it has a few minor bugs, but it's in alpha, and they generally get fixed up rather swiftly! Worth the money, great with friends- Especially when you notch up the difficulty and find yourself hiding for your life in a closet with nothing but a stick to protect yourself!

Lots of potentiel, and fun as is.

9/10


(Aug 19, 2014 Update: 1)
Been awhile since I posted this, but it has been brought to my attention that a good amount of people have read this. So I thought I owe it an update due to the many, many changes to the game:

Crafting: Crafting is mostly the same beast as it was when I started, though so, so much more crisp now than it was before. A lot of the bugs have been worked out (Some still linger). You now can upgrate tiles after you lay them into more fortified version of their previous selves. (A wooden frame - Wooden block. - Reinforced wooden block - Metal reinforced wooden block.) As well as many other types of similar things, it's rather neat I think.

Random world generation?! I admit the same ol' world was getting a bit old and such. So when I heard they had a random world with some neat UI upgrades I was excited. And it is nice, though has its bugs and the occasional cluster of buildings you recognise from the old world, but still adds a great stuff. Maps now have a "fog of war" making it harder, and more exciting to go scavanging!


To come? I heard character creation comes at the next big patch. Could be wrong though.

My rating remains the same.
Posted: April 18
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1,232 of 1,386 people (89%) found this review helpful
53.7 hrs on record
Early Access Review
I have been playing this game since Alpha2, it is my and my son's favorite game to play together (he's 14). We have written a few suggestions that would increase longevity of gameplay, efficiency and fun.
1. Decrease the stupid wasp noise, way too loud and obnoxious
2. Incorporate rope, and simple machines including but not limited: pulleys for drawbridge function, trip wire, netting, and levers.
3. Equipable ruck sack for additional storage, but decreased speed.
4. Weather? rain would dampen smell and sound sensed by zombies, slow player... etcetera.
5. A zoomable minimap
6. Ladder lock, jump to eject, I have died way too many times falling off of a ladder.
7. Easier book reading for recipes.
8. Laser sight, red dot sight, and mechanical sight. Add a sword and a spear.
9. Alliances, groups, clans?
10. Big military base instead of those small camps. a lot of loot a lot of risk.
11. First aid kit to restore either half or full health.
12. Restaurant food prep/ovens and MREs
13. Fall breaking: IE pressing space bar breaks fall.
14. Silencers for the weapons
15. ammo in inventory carries to belt with a reloading speed penalty instead of having to manually transfer
16. Stamina regens faster when undected, slower when detected or hunted.
Posted: April 9
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337 of 407 people (83%) found this review helpful
172.1 hrs on record
Early Access Review
This is the only voxel game that I like outside of Minecraft, and I like this more than Dead Island and State of Decay, and those are the only "pure" zombie games I really enjoyed. I missed the Kickstarter, and have only started playing with the 7.9 Alpha patch. I have been watching the game on Steam since it made Early Access in December. I bought it when I caught it on sale for $20.

First let me say what it is that I do NOT like about the game, so that any notion of fanboy-ism can be dismissed:

1) Getting others into you game can be tricky. Hosting a game isn't an issue, rather, the problems arise when friends try to even FIND my game on the server. Regardless of physical distance or ping, even friends that have my game favorited cannot always find my game and connect. While in game, some friends do not receive invites to Steam Chat, but can when they exit. I don't know if the issues are related, but they happen at the same time.

2) Sometimes, when the server load is high (and at random), my computer will freeze while hosting, usually just after friends join. I have to do a hard reboot, and when I load my game, any alterations to the environment and containers are saved, but my inventory is reverted to the state it was in at the end of my previous session. Moving precious tungsten from chest to my inventory and having it lost to a freeze is very annoying.

3) Zombies are a little too aware at times. If I can't see what is atop my tower, how can they? As for being sensed, I don't carry food with a smell radius, and the sound radius created by various actions isn't large enough to carry through my walls AND over the trench, but zombies hear/smell me. AI pathing needs work. Nightly hordes will run through my base and stand on the corner of my wall and do nothing. A freshly spawned zombie can sense me, causing it to arbitrarily attack the hardest section (and most costly to replace), instead of running into the opening a few blocks away and into my sledgehammer. Spawning is poor. When just loading into the game, zombies tend to spawn way too close, which means they are in my base. This isn't an issue when first starting the game (as you are in the open, unprotected), but hunting the crawler zombie that keeps clipping into my walls for the first 15 minutes of a session gets old. Zombies sometimes spawn stuck in blocks. I then have to dig them out to kill them so that they don't alert and attract other zombies.

4) Lighting doesn't always have the intended effect. I can see better when I am near, but torches do not always stay lit when far from players. I can still see them, as they are rendered (my base isn't THAT large), but without the light being "on", zombies have no problems spawning at night right in my base. I have had issues where zombies IN the light when it IS on will still behave like they are in the dark. This means that the one or two zombies that managed to get in my base (or more likely spawned there) will still be a large threat inside, even when the sun has come up.

5) Gathering materials can be a pain. Killing zombies and having them fall into grass often means you have to destroy the grass, or walk around it, to loot the zombie - same goes for picking up items near grass. Corpses de-spawn too quick. I appreciate the game cleaning itself up, but I don't like missing the opportunity to loot every corpse (part of the game IS scavenging). A horde of ten zombies often results in half the bodies de-spawning before I can kill them all. Sometimes, the body will even disappear while I have the loot screen up. When mining or digging, if you are not quick to grab all the voxels, they can be gone before you realize it. To add to that frustration, anything on the ground (not placed) have collision. This means that when you hold the key to pick up all the dirt or wood you just worked for, it has to travel to the player with each unit bumping into itself and the environment. When breaking down anything, you have to work from the top down, or risk everything crumbling under gravity from removing the support (think sand in Minecraft). Though this may mean getting materials quicker (chopping a tree down at the base), the falling blocks can destroy themselves and de-spawn, often hurting the player in the process. I don't mind getting hurt, but I shouldn't lose all my materials because of one misstep. Some blocks, crafted or found, drop nothing upon being broken. This is really frustrating for items made out of metal. A tungsten door or iron bars broken by zombies (or needing to be moved by a player) will leave not even a piece of scrap, much less the some of its whole. It is too easy to accidentally throw something out of the inventory. Placing something on the grid instead of in a slot means the item is now on the ground, and might de-spawn before you realize it.

6) Crafting can be ambiguous and cause a lot of wasted effort. Example, a crossbow: you need sticks and plant fiber. With these materials in the required amount, the recipe shows up in the list in white. When clicked, the 5x5 grid will highlight the squares that you are supposed to place these materials in. But the game does not say how MANY of each item is needed, nor WHERE they go in the grid. Once you make the crossbow, the recipe then turns green in the list, and when you click on it, it automatically places the items in the grid. You can even queue up multiple to made (you don't have to leave the crafting menu open for it to finish). This does make it easier than the initial attempt, but what if you completely forget what a crossbow is made of, or are one stick short? Then the recipe will not be in the list at all. You cannot preview item stats before creation: how am I supposed to know that a rusty iron door is better than a scrap metal door?

Now, let me say what it is that I LIKE so much about this game that I have convinced several friends to buy it:

1) The construction is amazing. There are several materials, each with varying degrees of durability, structural integrity, and acquisition difficulty. Anything that can be placed can be rotated. Turn a ramp piece upside down for the lip of a wall (to stop those pesky spider zombies). Turn wooden planks vertical into a fence. Lay a ladder horizontally to make a walkway. The construction lends to creativity. How a block looks and where it will line up can be seen in a transparent overlay before you place it.

2) The game looks good for its current development. I don't need 4K textures, but for a voxel game in Alpha, I am impressed. Some textures repeat more than others, but in most cases you would have to make a 2x2 section of blocks before the texture completely repeats.

3) Zombies are a THREAT. Even in the day when they are slow, letting one get close can result in not only health loss, but infection and bleed-out. At night they have increased spawns, run, and do more damage. Zombies vary visually and have different behaviors, loot, stats, and sounds.

4) There are a LOT of settings to choose from each time a game is created or continued. There is a cheat option for the lazy or new player, but it can be used to test weapons and materials, or to gain back anything lost in error or glitch. Multiplayer supports up to 16 players. The standard game is survival, but players can choose horde or deathmatch for shorter sessions.

5) Heatlh, fullness, hydration, and stamina all make sense. Decreased stamina means decreased effectiveness in work and combat. Lower fullness/hydration means less stamina.

6) Weapons/tools degrade and do less damage to entities and blocks. They can be repaired, or more can be crafted (ammo too) or found. Blocks can be repaired and reinforced with siding.

7) Farming, hunting, and scavenging are all viable, and sustainable, gameplay options. Players can settle or be nomadic.

8) The updates are regular.

TL;DR This is the zombie game I have always wanted: buy it.
Posted: April 14
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143 of 179 people (80%) found this review helpful
76.3 hrs on record
Early Access Review
Honestly, the best Alpha/Early Access game you can buy.
It has the most content.
It is (one of) the most playable.
It has one of the most dedicated developers.
It has a pretty sizeable and dedicated playerbase.

In a nutshell, it's minecraft meets DayZ. That's probably the way you're sick of hearing it described as, but it's appropriate.
It's a first person zombie survival game that you can play with/against other players online, with a fully fleshed out crafting system that allows you to make weapons and craft incredible buildings. Though this game has a more "realistic" way of building houses than Minecraft does. Houses actually look like houses, and they even have structual integrity, so if you build a house without much support, it will collapse.
Walk on an old, decaying bridge? It will probably collapse.
Try to build a single line of wood as a temporary bridge? It will fall down after about 3 or 4 blocks.

Mining looks great. It looks like you are actually creating a cave, with smooth walls and dizzying geometry. However mining has had some issues over the course of development. It's been "nerfed", made too abundant, nerfed again, and sometimes even being made impossible. Be warned that mining in this game is a bit glitchy, however this shouldn't come as a surprise in an Early Access title.

The game used to have a blocky asthetic, but the game has since had an update that makes the terrain smooth with rolling hills. It looks great, and it's not even done yet as the developers are working on random generation and on smoothing out the terrain even more.

(SEE UPDATE AT BOTTOM ABOUT RANDOM GEN) Oh, I also need to mention, at the moment, there is only one map. It's a pretty decent size, but you'll see most of it within a couple playthroughs. Building your own structures, especially when playing in an online server, does change it up however.

This game can be played in single player as well, or with a private server. That's another thing great about this game: Options.
There's literally an option for just about anything.
How durable blocks are and how long it takes to mine them.
How many zombies spawn.
How much damage the zombies do to you.
How much damage you do to the zombies.
How much loot spawns.
How many players can join your server.
PVP on or off.
And many other options.
This game can be just about any way you want it.
Some people will point out that options have been both added, and removed, and sometimes options don't have much of an effect at all. Again, be warned, things are constantly being changed, including the amount of options and their effectiveness. There's a chance an option you really like having may be taken away, or accidentally broken. It's all a part of the process of making the game balanced and challenging, while also allowing you to create a personal experience.

There are a few mods, and a few custom builds, but those are pretty few at least until the game becomes more complete. I'm sure once the development moves futher along, you'll see a lot more custom levels and mods being made and updated.

Combat is bit floaty though. As it stands now, melee combat doesn't have that much impact, and guns need better sound. However, usually combat works. Guns shoot bullets into things, melee weapons bash things, but this can be temporarily broken during any update.

Crafting is a major component of the game. You find resources, either through loot in the environment and buildings, or by getting your own from mining from rocks and trees. Crafting is done in a grid fashion, which will look a bit familiar, in that you can place certain components in a certain way to create something. However, it's not all guess work. It's usually outlined what you need and where, you just need to place it. It's a bit simplistic and easy this way, but it works.

For now, 7 Days to Die is a fantastic experience. It still has bugs and optimization issues, such as mechanical bugs, sound issues, and sometimes even having parts of the game you really like being taken out or being made useless. It's part of the process, but overall it's the most complete of the Early Access titles that you can find on Steam, and continues to be updated pretty regularly.

Update: Random Generation. This game NEEDED this. Like most things, it's not perfect, but it's a welcome edition. A random seed is generated depending on the name you give the world, and the results are impressive. You get rolling hills, random buildings and points of interest, large cliff sides, both deep and shallow areas of water (which also added the ability to finally "swim" underwater with neat effect), and a large central city to explore.

The ability to randomly generate worlds now alone has potentially increased the replayablility of 7DaystoDie by countless hours. My first couple hours with random generation I just spent exploring around to find all the nice looking terrain.
Posted: July 16
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181 of 246 people (74%) found this review helpful
72.8 hrs on record
Early Access Review
WARNING: The following review is my personal opinion of this game, and should not be taken otherwise. With that said let's begin


I. What is 7 Days to Die?

7 Days to die is a open world zombie survival shooter game. Deep crafting systems, multiple types of zombies, destructible environments, air drops, hunger system, medical system, and thirst system are just some of the main features avaliable in this game.


II. Minecraft?

NO! NO! NO! This game is not minecraft! This game is a zombie survival sim with many survival features, minecraft is a sandbox platform game. Please do not ask this ever again.


III. What is singleplayer like?

Singleplayer is in my opinion boring as of 9.1, reason being is the game has no NPCs or quest systems so it feels like a survive or die alone game with nothing behind it (though fans of this system will find it gratifying especially if they set the zombie spawn higher and loot chance lower to increase difficulty)


IV. List the zombies please.

infected survivor (basic)
infected cheerleader (basic)
infected woman (basic)
nude walker (basic)
crawler (hard to hit knee biter)
lumberjack (double health normal zombie)
bloated lumberjack (massive amounts of health don't even bother they are too slow)
spider zombie (climbs walls and screams ALOT)
bloater (triple health big slow zombie)
dog (super fast enemy that will destroy everything you own)
spewer (cop that spits vomit that melts blocks, blows up when close both do massive amounts of damage health is equal to bloater)
hornet (zombie air force slightly slower than dog drops honey yum)


V. How is multiplayer?

Multiplayer is stable though there are the occasional stutter (that is not related to my connection or specs) but this is barely noticable. Multiplayer has a balance system to it in that the more people you have, the more mouths to feed and the more medical supplies you will run through. I personally have had quite a few wonderful moments such as a group of four surviving together and wondering if I should kill a friend because he's infected (perma death is on) I had a healing anti biotic but it was my only one, so I shot him to save my own skin later (they found out and executed me lol) the multiplayer has a lot of similar things that happen. Help a friend defend his house and waist your bullets that you just crafted or let him fight them alone and hope he doesn't die? Do you share your extra gun and hope that the others don't shoot you in a bad situation or just smelt it down and say you don't have one? These are literally endless and are controlled by you so it adds a sense of joy and excitement to the game that most zombie games lack in MP.


VI, List the pros of this game please. (As of 9.1)

Great multiplayer
Good hunger system that feels balanced (not too hungry or too full all the time)
stamina system is linked to your water intake
Your character can run a long way to show that in a death situation your guy would give his all
Crafting system is very deep and makes sense
block upgrade system uses resources and actually makes a difference
Fully destructable enviorment
Farming system is farely easy to do and can mean a lot
zombie hordes are usually sizeable
multiple zombie types keep it interesting
Disease and Health system with medical system


VII. List the cons please.

zombies will spawn inside your fortress and house
zombie spawn settings only seem to effect hordes and not the annoying single zombies
spewer zombies seem to track you anywhere
the falling system is a bit unreliable
zombies will get stuck and glitch making them unable to die but still able to hit you
no NPCs
no singleplayer quests
singleplayer is less enjoyable than multiplayer but can still be fun depending on you.


VIII. Conclusion

7 Days is a zombie game unlike anyother I have found, the survival system is super fun and the multiplayer in my opinion is the best done. Early access makes this game buggy but, the devs update fairly often and listen to fans to make sure the game is aweomse. All in all this is a zombie game up there with The Dead Linger and Project Zomboid, this game IS NOT minecraft or DayZ this game is what you make it more than anything, the question is what will your zombie story be?


IX. Extras

Want to share your stories? Comment here or check out this fan fiction using 7 Days to Die as the base (so far this is the prologue and I have episode 1 up with more to come.) Also want to play with someone? Add me and if I am not making youtube videos or working I may play with you, thanks for reading.

Prologue:

https://www.youtube.com/watch?v=dgiG5USWdl8

Episode 1:
https://www.youtube.com/watch?v=zWUdlah0uuc&index=2&list=PLj11TuMfgYbsxgEreUEOplGRbeUu9qdOY

Episode 2:

https://www.youtube.com/watch?v=nVR6yMDMJ5k&index=3&list=PLj11TuMfgYbsxgEreUEOplGRbeUu9qdOY
Posted: April 13
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